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FPSC Classic Product Chat / Scriptable Flak?

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AJ Schaeffer
16
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Joined: 22nd Aug 2009
Location: Jacksonville,FL
Posted: 18th Oct 2010 03:50
What exactly does this mean?

Plystire
23
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 20th Oct 2010 00:22
"Flak" are the projectiles in FPSC. A thrown grenade is flak, a rocket is flak, etc.

Scriptable Flak refers to having the flak objects follow a script, similar to how PB has Scriptable Weapons.


The one and only,


uzi idiot
Valued Member
16
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Joined: 27th Dec 2009
Location: Who Knows?
Posted: 20th Oct 2010 09:36
how do you set a flak to a script and how flexible is it? ie. can you make homing missles, can you attach particles ect.

good frame rates matter...
Plystire
23
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Location: Staring into the digital ether
Posted: 21st Oct 2010 01:22
The idea behind scripted flak was to allow flak to behave differently (So, yes, perhaps homing missiles)

However, it hasn't been made yet. I had given the idea to hockeykid to perhaps implement into PB, but he has been too busy thus far to get around to it.

Maybe later on we will see some scritpable flak, but not right now.


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CoffeeGrunt
18
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Joined: 5th Oct 2007
Location: England
Posted: 21st Oct 2010 21:03
Homing missiles are simply a case of having the flak set itself a target and always orient itself towards it while moving forward...

Then boom on the impact of course, unless a wall gets in the way.

I'm trying to find a way of making a projectile that uses pathfinding to maneuver itself around obstacles and kill enemies where a normal homing missile couldn't...

It's a whole lot of scripting though, but it'll be worth it when the thing works I hope...

Plystire
23
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 21st Oct 2010 23:45
I think a more realistic homing missile would not take walls into account, but instead try to head directly toward its target. I mean, a guidance system of the calibre that would be able to detect the geometry of its surroundings and actively navigate the best path to its target would only be suitable in scifi (But I think it would still be a super awesome weapon to play around with ) or as part of a giant missile fired from a stationary battery.

Still, the coding wouldn't be terribly difficult for it given a proper coding language.

My desired flak weapon would clone itself at intervals during flight, and have the clones target other enemies/making more clones. Rain of destruction in a single shot.


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zeza
18
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Joined: 27th Jun 2008
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Posted: 22nd Oct 2010 01:16
I can't wait for PB to get this, I'm going to have so much fun playing around with homing missiles

I'd change the world, but I don't have the source code
R.I.P. heltor, we will miss you
CoffeeGrunt
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Location: England
Posted: 22nd Oct 2010 17:29
Quote: "I think a more realistic homing missile would not take walls into account, but instead try to head directly toward its target. I mean, a guidance system of the calibre that would be able to detect the geometry of its surroundings and actively navigate the best path to its target would only be suitable in scifi "


Bro, I only deal in scifi, allows so much more escapism...

I'm also gunna make it destructable, I have anti-air turrets that fire lasers with perfect accuracy, so they'd be the ideal candidate to bring them down, but I'm gunna allow and weapon that lands a hit to send them into a random spiral that'll hopefully plough it harmlessly into a wall...

Should be a good anti-camper device...

Cyborg ART
19
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Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 22nd Oct 2010 17:55
Quote: "However, it hasn't been made yet. I had given the idea to hockeykid to perhaps implement into PB, but he has been too busy thus far to get around to it.

"


As I can remember scriptable flaks is a part of the latest 1.18 beta. Maybe I am wrong?

Plystire
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Posted: 23rd Oct 2010 00:43 Edited at: 23rd Oct 2010 01:24
You're right, it is in the new beta, hockeykid informed me about this just last night. I wasn't aware that it had been worked on.

However, a few things he mentioned to me relating to it, though, are disappointing at this point in time. Namely, scripted flak is not explodable (FAIL), and it has no collision (EPIC FAIL)

Not trying to make anyone look bad or anything, but keep in mind that this feature is still progressing and isn't finished. Hockeykid mentioned that Lee was working on this feature himself, so I've no doubt he already knows these discrepencies need fixing and will sort it out in the end.


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GreenDixy
17
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Joined: 24th Jul 2008
Location: Toronto
Posted: 23rd Oct 2010 03:46
there is alot that is still not finished hence why the whole migration and beta test's to help get the bugs out and give us users a better engine lee has asked a few people to help him to get it all going alot faster witch is excellent in my books shows that they want to give the users what they pay for

======================================

GreenDixy Productions http://GreenDixy.Com
Plystire
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Posted: 23rd Oct 2010 07:18
The point I was trying to get across was that although it's technically in the beta, it's not worth using right now and without the portions I've made notes on, it can't even really be considered a feature yet.


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CoffeeGrunt
18
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Joined: 5th Oct 2007
Location: England
Posted: 23rd Oct 2010 10:00
I'm amazed the migration still hasn't finished, it started when I moved to UDK in November, and I'm rounding on my UDK anniversary soon...

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